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MrConway

General Feedback

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[WG]
WG Staff, Alpha Tester
3,411 posts
4,389 battles

Please leave any general feedback on update 0.5.11 here.

 

For any feedback on the following topics, please use the link to the dedicated threads:

 

 

 

  • Armor Viewer
    • Available in port
    • Armor layout displayed only for ships owned by player
    • Possibility to view various parts of armor

 

 

 

  • Epicenter Maps
    • Modified Domination
    • Instead of one cap circle three concentric ones

 

  • New Maps
    • Archipelago
    • Shards, Sleeping Giant - Exclusive in PT, not coming in 0511

 

 

  • Armor Model Changes
    • IJN Battleships and Cruisers
    • Same as in previous cases - more refined armor model, better shapes, not a buff/nerf per se

 

 

  • Other Changes
    • Reload time of Surveillance Radar shortened to improve cruisers
    • Hydro acoustic Search and Defensive AA fire split into different slots
    • US fighter ammunition increased by 30%
    • Interface: Faster switching between port, modules, tech tree etc.

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just updated to 05.11.0, and now it won't connect to server, just says :

 

unable to locate server ip address thrugh dns, please contact support

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Beta Tester
117 posts
11,090 battles

Well, I am disappointing. Planes can torp above an island from high altitude or from outside map. That sucks a lot and destroy any credibility of torps planes. As first impression, this is rather a fail.

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Did WG change their way of calculating potential damage? I'm getting really small numbers now compared to the previous patch, same order of magnitude as damage received instead of 7-digit figures.

 

Example: 

 

AdXGqoq.jpg

 

Maybe the game is only counting torps as potential damage at the moment and not shells? The 6 torpedoes I spotted in that battle were Hipper torps (13700 damage each), and having 5 of them pass within the 700 metre radius would give exactly 68500 potential damage.

 

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Beta Tester
1,046 posts
8,508 battles

I have one big problem... all the errors reported on the PTS are still in the live version! What is the PTS even for if you don't take the time and work on the reported errors? Yeah you changed the buoys back, that was great but other than this? The reported fps drops are still present for an example. The PTS is great but if you don't take your time reworking the version and testing it again it won't improve the live version at all. Maybe the 3 week patch circle is to short? I would rather wait another week and get a perfectly running version than the same bugs like on the PTS.

As an example, you make a 1 week PTS test. You gather the reported problems and fix them lets say in another week. After this one you make a 3 day PTS, let us test if the problems are gone or if new ones occur, use the remaining 4 days to fix it and bring it on the live server. This can happen in your 3 week circle but a 4 week circle would be more manageable. It takes time to gather the feedback and fix the problems. In my opinion it need at least 2 test per game version on the PTS with bugfixing in between.

  • Cool 1

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Can someone please explain to me how on earth wargaming thought it was logical that the american fighters should be even more overpowered than they already are over their Japanese counterparts? It is already virtually impossible to play a Japanese aircraft carrier in terms of fighter vs fighter!! It is the Japaneses fighters that needed improving not american! 

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Can someone please explain to me how on earth wargaming thought it was logical that the american fighters should be even more overpowered than they already are over their Japanese counterparts? It is already virtually impossible to play a Japanese aircraft carrier in terms of fighter vs fighter!! It is the Japaneses fighters that needed improving not american! 

 

Hello

I totally agree with this. American ships are under strength and their carriers over powered.

I must say it is good to see British ships appearing as they and the Germans fought so much over the Atlantic. I am disappointed to see that two surviving ships from both world these wars are not included. The only ship surviving from the first world war and which fought at the battle of Jutland is HMS Caroline. It is moored in Belfast and is now a museum. HMS Belfast also open to the public is moored in London and survived the second world war. Both are cruisers and I think with respect to them they should have been included. World of Warship players could have actually visited the ships the play on line ! 

 

Just my thoughts

 

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WG clearly doesnt understand whats the problem with CVs! Nobody asked for a fighter buff, everione asked you to reduce the redicilous AA buffs implemented a few patches back, or give the Americans AP bombs. All this does is that AS lodeout losers that cant or dont want to learn to bomb ruin the experience fr normal CV players. Ouu and almost forgot this makes the Saipan overpowered, with the 2,2 spec you can easily achive airdominance against every T7 CV lodeout if you play it right and still keep a decent strike potential:

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Did WG change their way of calculating potential damage? I'm getting really small numbers now compared to the previous patch, same order of magnitude as damage received instead of 7-digit figures.

 

Example: 

 

AdXGqoq.jpg

 

Maybe the game is only counting torps as potential damage at the moment and not shells? The 6 torpedoes I spotted in that battle were Hipper torps (13700 damage each), and having 5 of them pass within the 700 metre radius would give exactly 68500 potential damage.

 

 

Same. Potential damage values are totally not understandable. If you get huge amount of incoming shots from other BBs etc, and then your value is something like 17k.

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I'm faithful to the player for 5 years. The last five months intensive games Wows and I have to give you some basic observations.
1. It is necessary to introduce a game store and warehouse to be able to sell and buy equipment for ships.
2. It's allow to be sold modules that are no longer needed to upgrade ships.
3rd Ships, modules and equipment are too expensive !! Tank tier 10 cost 6 million, and ship 20 million?!
4. If a player plays without a premium task requires too many games to come in the opportunity to buy a boat tier 8-10!
5. Too often in the fifth game going to have to play and 4-5 games in a row on the same map!

OXAVguh.jpg

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[FLPOT]
[FLPOT]
Players
157 posts
7,824 battles

I found nice parking spot for my Tirpitz today. And once you got in you can't get out. Map is Sea of Fortune.

 

Ship parked:

x40Iyx.jpg

And Sunkked
eJg5BA.jpg

Edited by Temeteus82

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I was hoping for some fix with regards to the horrible MM for tiers 5 and 6. How is it going to help new players, when they're somewhat protected until tier 4 and then dumped in head first? It's not unlikely to end up for half a dozen matches in a row in tier 7 battles and there are a lot of ships at tier 5 that will struggle badly, especially in the current BB heavy meta. Just imagine half a dozen games in the Omaha with Colorados, Nagatos, Gneisenaus citadelling you from every angle. I can easily see lots of players just leaving at that point. I think it's worst for cruisers, BBs and DDs can cope better usually. Not really sure how to fix this though. Extending preferred MM to tier 5 or 6 will just push the problem up to tier 7. Maybe still preferable though, at that point players should have picked up some skills and by and large be better prepared. To make the grind there more bearable a reduction in XP costs for getting to tier 8 would probably go a long way. Just a thought, I really don't see how this is working as intended atm. 

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Can someone please explain to me how on earth wargaming thought it was logical that the american fighters should be even more overpowered than they already are over their Japanese counterparts? It is already virtually impossible to play a Japanese aircraft carrier in terms of fighter vs fighter!! It is the Japaneses fighters that needed improving not american! 

 

I guess WG would like to see more AS spec'ed CVs, which may have become a bit more viable in XP terms. Countering aircraft is a strong flavor through all of the US lines, so it's makes a modicum of sense. Not that it'd fix CV gameplay... that's just broken anyway. 

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[KOOKS]
Modder, Beta Tester
1,514 posts
3,350 battles

Just a comment on the Fighter plane consumable, it is utter crap. It isn't even useful as a spotter in non-CV games, and gets shot down in a flash by rear-gunners. Not sure what can be done with it, possibly give it a +10% to range as a semi-spotter to have it have some sort of usefulness until get gets brought down by a light breeze.

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[KOOKS]
Modder, Beta Tester
1,514 posts
3,350 battles

Oh and another general comment on the current build/game. It would be nice to have a configurable key to set guns to Neutral (backwards/forwards) and release when you want to start aiming. When you sail towards something you don't want to aim your guns to a certain direction yet really, so keeping them in Neutral until you press Key for release (or return at some point) is really needed. Imho.

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[TZX]
Weekend Tester
510 posts
2,815 battles

I would like to have possibility to name teammate I am talking to eventually with key Shift+F1 .... F12 and then within 3 secs the existing key for command. So in the end it would look like:

Tuccy is on 5th place in TAB table. I am 12th.

SHIFT+F5   F7

In chat written: Tuccy, fire support requested by Slezman.
Audio: Player 5, player 12 is requesting fire support.
Map: both players flashing

It would be helpful to tell directly to anybody to attack sth, to cap specific area or anything else.

 

//yes I used to play SWAT 3 and 4 :-))))

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Congratulations, you really made this game even more unplayable .... !

1. Fix the crashes! There must be a way ... even if you have to put another game mode inside the game with max number of 8 ships per side or sth.!

Where is the problem in doing that ?

2. Take the ammo from us figters away! That does not fix the gameplay now,  it just brings other problems!
Like one person said before, there was no question to do that.
Otherwise I'd suggest you give IJN CV more ammo to or some T9 planes at T7 - irony off - free dublons for retraining ship captains (again !!!!) and put them on other ships !

3. Saipan was a fine ship before - why make her now OP ? Really want to get rid of other cv don't you ?

again !!!!

 

On normal max strange Hiryus fighters have now  1777 HP or calculated for 5 2221 ?
top speed 162 knots while Saipans has 1910 or calculateds 2546 hp for 4 ... while Ijn cv has a loadout of 46(-8) vs 54 on Saipan now, before it has been +5 on IJN ... not so good.
Normal dmg on Hiryu 64 ( +12  with lv 3 captains skill) VS 70 dmg standard! Do the math !
So basically you can not even compete in direct dogfight, if you have an 18 point cv captain!!!
 
This basically means that in a 1 vs 1 dogfight Saipan vs Hiryu that Saipans fighters will last always longer,have more ammo, and more speed, this is just sick - what does balance matter to you !?!

 

Next time you put such radiant changes on test server, you might let test it and react on feedback ???

 

You also seem to forget another thing - a game shall be fun - not work!

 

Another THING WHAT THE HECK DID YOU DO TO THE TORPEDO LAUNCHERS ????

I hear them splashing  into the water I see 2 of 3 run ... but I sink and they are gone ??? no Impact at enemies ship ?

I doubt this will help to get more close encounters !!!!

Edited by CollingwoodDK

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The 1 year WoWs mission gives me 1 flag and 10x 333% captain xp signals. However I won 3 in a row and got the items 1 time while the mission is still up. How come?

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[TZX]
Weekend Tester
510 posts
2,815 battles

The game is consuming full resources when the window is inactive. Rather annoying.

agree, costs money

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agree, costs money

 

Not so much that than the heat and fan noise generated for nothing.

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[TZX]
Weekend Tester
510 posts
2,815 battles

 

Not so much that than the heat and fan noise generated for nothing.

 

that is what I meant :-)

heat is not bad since its getting cold but not so much that heting plant will open the valves...

Edited by Slezman

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